
Sigil of the Magi blends roguelike deckbuilding with turn-based combat for a deep tactical experience. Navigate a world full of dangers and mystique as you craft your deck, obtain relics, and prepare your party of champions for any challenges ahead!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Spanish - Latin America
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Slay the spire clone with Wargroove-like map. Does not succeed in the Turn based aspect of game. My biggest complaint is this game borrowed multiple elements from Slay the Spire- cards, relics, and map node. They even have a dog unit that looks familiar from Wargroove. No improvement in terms of game play from either of these games and the graphics are much worse. Cons: - Map strategy- stand in a bush to get armor, otherwise little impact. - Debuffs are not favorable to the player. Poison damage takes effect at end of their turn, not the beginning. - 3 units for later unlockable faction - no obvious color and you have to hover over card to confirm what card can be used by which unit. This feature should be obvious but they made the characters all gray. - Lacking in content and unlockable cards. After playing 3-5 hours, you have seen what game has to offer. - No originality and borrows too many elements from Slay the spire. - Blocking is useless in harder fights. Bosses have more than double your health and out scale you. Your main strategy is to use your mana to damage them or lose. - After losing a character, you get a wound card that takes up a draw and does nothing. HP for characters need to be higher since you are often overwhelmed in elite and boss fights. - Getting new cards is hit or miss. If your deck does not get stronger or has little synergy, you will most likely lose to a boss. - No ability to take Steam screenshots. - Art is pixel and looks bland. Conclusion: Not a fun game to play. You are better off playing Slay the Spire or Wargroove for a better experience. Art is below average and unappealing. Each run is too heavily affected by cards added to the deck and losing one character will most likely end your run. Compared to the other multiple card and turn based Steam games, this one fails to meld these elements into a cohesive game. Rating: 2/5
[i][b]Note:[/b] I was sponsored to stream and make a YouTube video on this game so take that into consideration with my review. I was not paid to post a review, however, that's of my own volition. I decided to post one because this game is very promising and doesn't have many reviews yet.[/i] [h1]Review[/h1] Fans of slay the spire and other similar deckbuilders will immediately feel at home with the meta aspects of the game. How you progress through the maps, concepts such as cutting cards and keeping a deck lean to focus in on a core strategy and how relics can alter your strategy. Risk reward plays out well with plenty of events to make sacrifice for the chance to obtain new relics or upgrade or cut cards and there's always that strong temptation to upgrade a card at the campsite instead of resting to heal. Card upgrading is always a question I have when I see these cards, there's a solid mix here. Some cards just get a little stronger with their core effect, making them more efficient, but there is also my favourite, cards that get new effects. The wizard for example has a group armor ability that also gains a thorns effect to damage enemies when it's upgraded. The combat is suprisingly fluid at times, playing defensively can be the right choice but even then it's often a good idea to reposition and move around the battlefield each turn. Being able to move one champ a little, do something and then move another champ and then return to the first really makes things much more dynamic than if there was a strict turn order for champs. The rack system is also a brilliant touch, allowing you to store cards (and mana effectively) for use on later turns. I do have one caveat about the combat for players though, if you feel compelled to play perfectly you're either going to be in heaven or hell here. On one hand you have perfect information, so with good attention to detail you can play perfectly in response, there's not much RNG here in the actual combat. On the other hand checking who each enemy is prioritizing, how far they can move AND which ability they are using is a lot of information to go through. If you're comfortable just playing well you can get enough info at a glance, but if you must play perfectly it'll take some time to plan each turn - you may love that or you may not. The deckbuilding in particular is interesting as you can focus on one champion and even completely cut all of the cards of another hero out of your combined deck. Or you can carefully arrange a deck with some synergistic combinations between champions. And then when you consider that you can create custom parties with different champ combinations you get a ton of options for deck and strategy building. Something about the combination of moving around a party and playing three decks together transforms the game from just being about deckbuilding to also being about strategy, there's more strategy building here than some other deckbuilders I've played. Overall the game is gorgeous, and the gameplay manages to be unique and compelling in a genre that's got a lot of competition. It's in early access with the developer saying they are keen to start getting player feedback, but it already feels it's earning it's pricetag of $15 US.
I reluctantly have to give this a thumbs down. I like the system, the problem is once you learn how it works it's just not challenging at all, even at the highest difficulty the game offers.
Great idea, lots of potential. Unfortunately it doesn't really pull off the deckbuilding or the turn based tactics well enough for either to complement the other. I think if it continues to be developed it could be great, but since it's not in early access I feel the need to review it as it is.
EA Roguelike deckbuilder + faction + card rack = An interesting mix of tactics and deckbuilding. Unlock factions, cards and more by collecting points per playthrough. Looking forward to updates. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
This game has surprisingly deep combat mechanics. The random card draws meshes with the tactics-like gameplay surprisingly well - there is an incredible amount of flexibility with what you can do within a single turn because there are so many ways different cards can "synergise" with each other. This gives a ton of variety from turn-to-turn, and a lot of space for creative gameplay, because there is almost always a way to get out of a sticky situation, if you think hard enough about it. I think it's easy to understate how well the game balances out the options given to you, because even if the RNG gods don't give you what you want, there's are always equally strong alternative solutions and synergies available to you. This more than mitigates one of the usual issues with an RNG-based game. The main selling point of this game is its combat mechanic. It doesn't have that much content at this point, but it has a ton of replay value and the combat is incredibly fun.
基本的なゲームの流れは典型的なデッキ構築のローグライク。機械翻訳ではないしっかりした日本語で遊べる点は評価が高い。デモ版があるので購入前にゲーム内容を確認することができる。細かい部分はデモ版でチェックしてもらうことにして、ここでは特徴的な戦闘の進め方について書こうと思う。自軍にはユニットが3体いて、それぞれが使えるカードが1つのデッキに入っている。戦闘はユニットを配置するところから始まって、敵の行動範囲や次の行動は全てチェックすることができる。1ターン目は敵と離れていて使えるカードが少ないので、何も知らなければ貴重なリソースを無駄にしてターンエンドしてしまうところだが、このゲームはマナを先払いしてカードをキープできるというルールがある。このルールのお陰でデッキに戦士のカードがないから戦士のカードをキープしておこうとか、次は魔法使いが攻撃されそうだから魔法使いのアーマーのカードをキープしておこうといった工夫の余地が生まれる。2ターン目以降は自軍の全てのユニットが基本的に3マス移動することができて、1マス移動して敵を攻撃してから2マス下がって敵の攻撃範囲外に逃げるといった動きもできる。よく考えないで進めるとHPがどんどん削られてすぐに全滅するので、効率の良い動きを考えるのが楽しい。アーリーアクセスなので今後の展開次第では思った以上の良作に仕上がる可能性が十分にあると思う。
Slay the Spireインスパイアゲームで、これは戦略シミュレーションの要素がくっついている。 マップ画面ではいくつかの経路から戦闘、イベント、商人など行きたい場所を選択して進む。 戦闘画面ではプレイヤーは敵の全滅を目的として行動し、達成できれば次の経路へと進む。 このシステムはSlay the Spireと全く一緒なので混乱は少ない。 気に入った点は、なんというかノスタルジックな雰囲気を覚えるピクセルアートだ。 2000年代初頭のブラウザゲームを思い出して、個人的にはかなりいい点だ。 タイトルやストアページのロゴからすると、かなり精密で大人向けのゲームのように想像されるが、ふたを開けてみればかなり牧歌的なドット絵でゲームは描写されていく。 動作もスッキリしている。バグは今のところ出会ったことはない。 気になった点はかなり多い。 まずは想像を絶する難易度だ。 1つのデッキで3つのユニットを操作するという時点で、戦略シミュレーションとしてはかなり厳しい。 それぞれのユニットで使えるカードは異なっているため、かなりごちゃごちゃとした印象を受ける。 また、行動力を表すマナは3つしかない状態からスタートする。 このためほとんどの場合で3つのユニットが最大限動けるということはなく、棒立ちでターンを終えることすらあるほどだ。 防御カードすらユニットごとに分けられているため、カードの引きによっては相手に1ダメージすらも与えることができないこともある。 あと一撃くれてやれば倒せる相手を前に、引きが悪いがためにいくつかのダメージを追加で貰ってしまうのはやるせない。 ダメージを回復する手段がかなり限られているのも問題だ。 このゲームでは、ユニットが戦闘中に死亡してしまうと復活する手段がない。 死亡したユニットのカードは、手札に来るなり廃棄されてしまうため、行動の減少に直結する。 極端な話、ユニットが死亡した次のターンのドローがすべてそのユニットのカードだった場合、そのすべてが廃棄されるため何も行動ができないということになる。 ユニットが死亡するほど追い詰められている場面で、相手に追加ターンが入るのは致命的だ。 そのため極力1人も死亡しないように動く必要があるが、受けるダメージに対して回復手段が少なすぎるため、常に後手に回ってしまい、結果的にゲーム全体としての爽快感が一切ないのだ。 バフ・デバフやダメージレースのバランスもおかしい。 味方がバフを得る手段はかなり限られており、得られたとしてもそのターン中で効果が切れるものが多数である中、敵は次ターン持ち越しのバフを当然のように重ね掛けしてくる。 デバフも同様に、こちらから敵に与えるものは貧弱、敵が与えてくるものは強力と来ている。 また、ボスレベルになると体力が100や200を超えるものが出てくるが、こちらの基本的な攻撃カードの威力は7とか8とかである。 これはおそらくSlay the Spireのゲームバランスのものをそのまま持ってきているためと思われる。 基本的な数値が低くてもバフを重ねれば大ダメージ……というのはSlay the Spireの爽快な部分だが、このゲームはバフが弱くデバフが強いためその爽快感もない。 さらに言えば、ユニット間での性能バランスもおかしい。 最初から使えるチームは前衛、中衛、後衛として戦士、魔法使い、射手とバランスよく見えるが、戦士だけずば抜けて弱い。 ゲームシステム以外で不親切な点といえば、プレイ記録や、どんなカードが存在するのか一覧で見られる機能がないところだ。 初期デッキに入っているカードしか閲覧することができないため、プレイの上で重要な「どんなカードがあるのか?どんなレリックがあるのか?この敵はどんな行動をしてくるのか?」をカタログで確認できないのは問題だ。 録画しておくか、いちいちメモに残さないと戦略すら立てることができない。 というわけで現状ではプレイアブルなゲームとは言えない。 「1勝」という実績を解除しているプレイヤーが現在23.1%しかいないのがその証左だ。 しかし今後の更新でこれらの問題点は解決するはずなので今後に期待したいところだ。
Slay the Spire'ın aynısı ama daha kötüsü....
슬더스로 인해 덱빌딩 로그라이크류에 빠진 이후 비슷한 여러 게임을 찾아다녔고 수많은 구매와 수많은 실망 그리고 환불 끝에 드디어 찾아낸 빛과 같은 게임 ---------------------------------------------- 장점 -여타 슬더스류 게임들과 다르게 타이트한 덱 빌딩이 가능함. ex) 무한밸류 덱 (방금 0코 카드 파워증가 유물스타트로 0코와 드로우 위주 카드로 덱빌딩하여 막보 2턴킬 내고 업적 달성) -세 개의 캐릭터를 선택해 플레이하나 같은 덱을 공유하여 다캐릭 운용 게임 특유의 덱빌딩 피로도가 적음. ex) Across the obelisk 단점 -미한글화 (게임 자체와 게임 용어가 단순하여 이런 장르에 익숙하다면 금새 적응 가능) -카드수급이 한정적이므로 결국 캐릭터 덱빌딩 하나에만 집중되는 경향이 짙어 나머지 두 캐릭터의 존재감이 낮아짐 -출시가 10월인 얼리엑세스인 만큼 정식 출시까지 좀 걸릴 것 같음 ---------------------------------------------- 슬더스 특유의 덱의 빌딩을 하면서 느껴지는 뽕맛을 느낄 수 있는 게임들을 찾아다녔는데 이 게임은 유물의 갯수도 다양하고 특색도 있어서 재밌게 플레이 했습니다. 도트감성, 고전 전략 턴제 게임 그리고 로그라이크를 적절히 버무린 수작 슬더스를 좋아하신다면 구매 시 후회는 없을 게임이라고 생각합니다 추천! ------------------------------------------------------------------------------- 7개월 후 재평가 이렇게 까지 업데이트 안하고 버릴 줄은 몰랐지 7개월이 지났는데 이제 0.1.2? 이래서 얼리엑세스 사면 안돼
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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